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The following article was originally posted over the RoleplayingTips.com listserv on 21 October 2002. I have received permission to repost it here. Since Play by eMail games are very similar to Play by Post games (such as those available in the Campaign Center), I thought this would be appropriate. I've been meaning to write something like this myself for a while, but never got around to it. Thankfully, Mr. Butler was kind enough to write this and allow me to post it here. I hope this helps everyone -- player and GM alike -- in the games taking place both here and through e-mail. A Guest Article By Jack Butler Follow these basic rules and, generally, you can't go wrong. 1. Post Yes, this is simplistic. So what. Make sure you respond to every move, even if it's a quick note saying "I don't really have something to do so I'll just do research". There is nothing a PBEM GM hates more than setting up the game, sending out an exciting and gripping move, and then receiving no replies. Your character isn't going to be center stage all the time, but when he's not you still need to let the GM know that you are still interested in the game. There will be times when life prevents you from posting. Maybe you and your family are going away on a trip. Maybe you're in the hospital having a baby. Maybe you're flat on your back with pneumonia. If possible, always warn your GM about times you're going to miss posting. If you can't warn him, send an note fully explaining why you missed responding to the game as soon as you are able. This is polite, and might save your spot in the game. 2. Write In Third Person, Past Tense Say "he did", "she did", and "it did". Avoid first person like the plague. Never write your narration with "I did this" and "I did that". And whatever you do, don't write "I do this" and "I do that". Remember, you're trying to tell a story, not write a diary. The primary reason this is so important is because GMs tend to write their moves in third Person, past tense. When he tries to integrate your responses into his moves, and you've been writing in first person present tense, the tense and perspective clash. Making life easy on your GM is a good thing. 3. Use Proper Spelling And Grammar Regardless of what language you are writing in, choppy paragraphs and badly constructed sentences make for difficult reading. People won't read your posts, or respond, if they cannot decipher what you write. 4. Avoid Bad Posts There are several different types of posts to be wary of, each with its own problems: a) Non-Game Related Messages
b) Rambling Messages That Say Nothing
c) Messages From The Willingly Oblivious
d) Super-Hero Syndrome
e) Flames
f) Assassin Posts
g) Plot Changers
5. Follow Syntax Conventions When presenting dialog, use the correct encapsulating characters to help identify how the dialog is being heard by others. It varies from game to game, and GM to GM, but it's almost certain that there is going to be some accepted rules about dialog conventions. Some commonly used conventions are as follows: "Use quotation marks here," the speaker said aloud. *Asterisks are used here,* came a voice over the radio. <<Double angled brackets are an indication of a foreign language being spoken,>> said a voice in perfectly accented Russian. ::Typed text, such as that appearing in a book or in a newspaper, should appear in double colons::, the hero read. (Parentheses are used here) the man thought to himself. {Squiggly brackets are used here}, came the mysterious telepathic voice. 6. In His Own Game, The GM's Word Is Law Most Game Masters are willing to listen to opposing opinions, but never, ever present your opposing opinion to them on the game's mailing list. And if a GM ever says something along the lines as "my decision stands", let the issue go. We mean it, let it drop. Continuing to argue after he's reached a final decision is not a smart thing to do if you intend to continue playing in his game. On a related note: 5a. Don't Be A Rules Lawyer. Most GM's hate this. If the GM makes a rules mistake, politely inform him of it out-of-game and hope he doesn't repeat it. Do not demand that he reverse himself, especially if he already made his final decision. 7. Treat The Game As If It Is A Game No one is going to come up with a cure for cancer while typing away at a PBEM. And PBEMs don't promote world peace. They're just games. This has three meanings:
8. Be Heard, But Don't Shout Others Down If you're naturally quiet and generally only post the minimum amount to stay in the game, try to post more often...at least enough to be recognized as being around. If you're a big talker who responds to everything vaguely connected to your character, shut up once in a while and let someone else get a word in edgewise. 9. Avoid Time Crunches Reply to a new move in a timely fashion. Sure, it's sometimes impossible, but at least make the effort. It also means avoid spiraling time scales. It is rare that an action CAN and MUST take place at such and such a time and no later. If you can do something later and thereby avoid wedging in an unnecessary action now, you'll be the GM's friend for life. The game cannot move forward if everyone is always trying to get the last word in. Don't do this if you can help it. 10. Always Remember The Most Important Rule This rule reads: "If You Become A Problem, You Will Almost Certainly Be Removed From The Game". This means be polite. It's not that hard. In the words of Benjamin Franklin, occasionally doubt your own infallibility. This has nothing to do with what your character does with the other characters. It involves other real people and whether or not they're enjoying the game with you in it. Be considerate and polite whenever possible. |
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